
A first-person fight to the death in the depths of space!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99−70% | 13Kreviews | 90% | — | $2.8M |
| $11.99−70% | 1.5Kratings | 87% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 917 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A perfect remake! That authentic 90's gritty and brutal feel of a cyberpunk rpg-shooter 👍🏽
[i]Как сказал в своем обзоре на эту игру [url=https://youtube.com/@mandaloregaming?si=W-5Iryc5XH5f3J4e]MandaloreGaming[/url][/i]: [h1]Скорее огромный ремастер, чем Римейк... но дьявол кроется в деталях.[/h1] Очень достойная реставрация культовой классики в нише иммерсив симов (хотя этот римейк - это уже скорее смесь Сурвайвл Хоррора и Шутера) с добавлением новых механик, переделки старых и созданием многих новых разных деталей. Местами визуал перегружен, но у него есть очень даже красивый и выдающийся стиль (яркое и одновременно мрачное видение будущего глазами фантаста 80ых-90ых). Геймдизайнерски - почти идеальная игра. Левелдизайнерски - катастрофа (местами в хорошем, местами в плохом смысле), но это оправдано лором. Так сказать, игра в этом плане в какой-то степени себя позиционирует как довольно тяжелый тест на топографический кретинизм. В остальном, очень достойная игра, пусть и спецфичная для многих современных игроков. Сам я проходил на [u]Релизе[/u] и после [u]Крупного "Parity" Патча [2.1][/u]. Небо и земля, дамы и господа. Особенно, если говорить про финальную часть игры. Так что если сейчас у вас возникло желание познакомиться с серией именно с этой части или продолжить изучение после второй, но вас отталкивали слухи о багованности и условной "недоделаности" на релизе - [b]то самое время дать шанс классике[/b]. Но будет по-началу очень не просто, готовьтесь. P.S Жирный плюс игре за то, что у неё есть демка для пробы из разряда "моё - не моё". [h2]Личная общая Оценка: 9/10[/h2]
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 15: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese, Turkish +1 more
| $39.99 |
| 686ratings |
| 86% |
| — |
| not modelled |
| $39.99 | — | — | — | $0 |
| $39.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 922 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
6/10吧,如果你是老ass玩过原作的酌情+1到2分 SS是生化奇兵的爹,不过1代的关系不是很大,玩法上就是在迷宫里爬来爬去生存,摸装备,阻止SHODAN 优点是真的很还原,以至于有时候会幻视原作的场景,你看原版的攻略基本也通用。缺点是太还原了,原作里吃的屎差不多一个不落都得吃 画面和操作都是大改良了,原作的操作哪怕是加强版都得适应一阵子的。一个缺点是武器改了之后没有原作那么猛,导致原作里堆怪的地方在重制版里会额外困难,赛博空间的战斗简化了,就显得有点多余了,结局的赛博空间战斗更是意义不明
Все таки это не римейк, а скорее ремастер с улучшениями, геймдизайн в основне тут 1994-го года и я в шоке от того, сколько свего было заложено из основ иммерсив симов в этой игре и насколько она крутая, не смотря на то, что в 80% случаев тебе не понятно что делать дальше. Буквально - проанализируй 15 аудиодневников, пойми в какой последовательности и на каких этажах врубить какие кнопки, что бы просто пройти дальше. Вернись на 6 прошлых этажов и найди определенные места где есть часть когда для сюжетной двери, убил двух боссов? Убей еще 3 раза их. Так что рекомендую не ♥♥♥♥♥ мозги, и просто смотреть по гайдам что куда идти, в целом это не так много нужно, основное занятие, как обычно, зачистка и изучение местности. Это идельный вариант, что бы ознакомиться с зарождением поджанра, хочу такой же только по второй игре теперь. PS: настоящий римейк называется Prey (2017), если что.
UMA OBRA PRIMA PARA QUEM PERSISITIR Em uma era de jogos que tratam o jogador como um mero passageiro, System Shock é um desafiador sopro de ar fresco. Zerei System Shock após 54 horas de dedicação, sem uso de qualquer guia, com as configurações das dificuldades todas no normal em todas as diretrizes (Combate, Missão, Ciberespaço e Quebra-cabeças) e foi uma experiência única de totalmente imerso, inclsuive quando passava horas perdido sem saber pra onde ir. O jogo é uma obra prima apaixonante e uma homenagem aos videogames clássicos. Essa é a maior virtude do remake de System Shock, seu profundo respeito pela inteligência de quem está jogando, sem setas, sem linhas guia, apesar de que o jogador poder optar nas configurações mais fáceis por esse recursos (mas não jogue assim), mas com as configurações todas no normal, o jogo se recusa terminantemente a "te pegar pela mão". Não existem marcadores brilhantes na tela indicando o próximo objetivo, nem bússolas que dizem exatamente para onde correr. O design dos níveis é um quebra-cabeça. Você não apenas passa pelos cenários; você precisa aprender a navegar por eles, memorizar corredores e entender cada andar da Citadel, a estação espacial onde se passa o jogo. O resultado disso? Cada avanço, cada código de porta descoberto e cada andar purificado da influência da inteligência artificial SHODAN traz uma sensação genuína de conquista. A vitória é sua, fruto do seu raciocínio, e não de um roteiro programado para te levar até o fim. Além disso, em System Shock, a história não é contada em cutscenes cinematográficas mas sim através do próprio ambiente. Para avançar, você é obrigado a se transformar em um verdadeiro detetive espacial. Ouvir os registros de áudio dos tripulantes mortos e ler os e-mails corporativos não é um mero "colecionável", como na maioria dos jogos atuais, mas uma ferramenta de sobrevivência. Uma dica crucial sobre como destruir um reator ou a senha de um arsenal pode está escondida nas palavras de um cientista desesperado que morreu há horas. Por isso, é necessário muita atenção aos detalhes: Olhar para cada canto do mapa se torna um hábito recompensador. Um painel quebrado, uma luz piscando ou um rastro de sangue são pistas visuais que guiam o jogador. Isso cria uma imersão que poucos jogos conseguem replicar, fazendo com que a Estação Citadel pareça um lugar real e assustador que colapsou de verdade. O visual também impressiona, pois mistura tecnologia de ponta com aquela estética "pixelada/retrô" e a atmosfera opressiva cyberpunk criam o isolamento perfeito. Além disso, o combate é tenso e estratégico, os recursos importam e o gerenciamento de inventário é vital, para concluir o jogo. Conclusão: System Shock prova que quando um jogo confia no jogador, a experiência se torna inesquecível. É uma jornada claustrofóbica e gratificante que faz a grande maioria dos lançamentos atuais parecerem fáceis e previsíveis demais. Um jogaço!
The gunplay sucks. The guns feel totally anemic. I can't explain why, but some enemies feel like bullet sponges and others feel like paper mache, and this is even when using appropriate bullets for that enemy type. They have very little punch and almost no effect on the target like flinching or gibs. Survival horror, including the newer shock games, really feel like your bullets have weight and your enemies can feel it. compare that to this, and I just feel like I'm shooting enemies with nerf guns. I'd give it a pass unless you really want to see imsim genre roots.
I don't believe this was a good remake overall. My main gripes being the art style working against puzzles, and general combat feedback / enemy reactions being very dull and hard to gauge.
If you want to play this game either see an entire playthrough of it or get yourself a full guide. The people behind this game forgot that spend half the time trying to manage the 90s convoluted game progression isnt fun at all.
沉浸式模拟FPS最高的山,如果你喜欢科幻,赛博朋克。绝对不要错过的游戏!!!
This game is just glitchy, Riding in elevators suddenly kills you as you fall through . You go to Quicksave on platform/bridge in the game and then upon load you just fall and die so now your save point was worthless having to start all over again on a old save . OH then autosave loads AND resaves to the stupid regeneration area ( totally pointless BTW) overwriting a point where you have easily gone back. Part of playing the game is beating the glitches. Sigh so now its the hacker console or play the F&^%$ thing all over again from and old save hours ago., What a Piece of S^%$
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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